#Sniper's Mods
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I just tried exactly what the code gave, so if they were dissabled when you made the code they should've been for me. I do not know a comprehensive list of broken mods. Might be able to look deeper at some point, but I need to figure out who stole the front monitor's visuals in my pack lol
Ok, think I’ve figured my main pack out. TestAccountCore was stealing my front monitor. Maybe sometime tomorrow I can try this again
@lucid horizon If you put flood light in a reserved slot then swap off it the light comes out of your ass to other people xD
insane
Feature. 100%
Nah, but that’s hilarious 🤣
Not sure why it’d happen. Should be the same as any other flashlight I’d think.
I can try to mess around with it at some point though
I tried being all cool when I added it to reserved slot and turned off the lights and was like "Hey check this out" BOOM LIGHTS ON EPIC SOUNDS me thinking I look cool while shining a spot light on them 😎......nah they laughing at me cause I got a giant light coming out my ass 😆
I think its a great feature though 😆
Lol that easter egg down a ravine inTundaria
Someone finally found it! (Or at least this is the first mention that I’m aware of)
Is this still your most recent profile code? I might be able to look into the issues we were talking about today but I don't want to spend time working on a pack that's had stuff added/updated/removed since that code was sent. It's probably best for me to make sure I've got the most recent and not spend time working with an old profile, you know?
Was this through https://thunderstore.io/c/lethal-company/p/JacobG5/ReservedJsonSlots/ and if so, could I perhaps get the JSON you used for it?
Lethal Things causes this if you have it.
No it was reserved flashlights by flips.
Got it, ok.
Umm. @lucid horizon i just peaked at that dudes pack quickly. Its 369 mods!
Yeah, that's why I was asking. I tried a while back when V70 first dropped and it didn't even load. I am not necessarily opposed to messing with it, but ideally I would just be trying to debug my part
I was kind of hoping they had cleaned it up some
He needs to also provide logs and better detailed explanations. Not the first time ive asked him to please provide logs and more info. But now looking at his pack he needs to do some spring cleaning in it. Id be down to help him if he was willing to accept my help
Im even confused to what he is saying is broken from your? Is he saying the flood light in shop is broken?
Under the impression of 2 potential issues, store desync causing a different item to be bought (might be LLL if purchase was attempted after leaving a save and going back in without closing the game and relaunching) and FlashlightToolLoader breaking the hotbar.
The shop one isn't LLL that's caused when a mods shop item isn't set right and screws up the order. And looking over his pack he has tons of old and outdated mods so it highly likely the culprit is a different mod.
I can run tests later with my pack to see id your stuff works or not Sniper.
I've been having a similar issue but it's really weird bc it sometimes occurs and sometimes not
Could be, but there was a LLL issue that occured when leaving a save and going back into a save without closing the game: https://github.com/IAmBatby/LethalLevelLoader/pull/182/commits/3e7a64bdf2d324c8e892f2ee46f7e3141b373987
Seems it got merged, though, so it could be fixed
also, yeah, if you wanna
Store or FTL breaking the hotbar?
So, with https://thunderstore.io/c/lethal-company/p/JacobG5/ReservedJsonSlots/ instead of the one by flips and using this json file you can stop farting light, and instead you become light! Which do you prefer?
I don't know why ReservedFlashlightSlot isn't playing nice. Feels like maybe it's trying to attach the floodlight to the player like how it does the vanilla lights, but it gets attached the wrong way. Not sure if I can do anything about that or not.
@pine parrot ,is there a way of hiding an item if it's done through ReservedJsonSlots?
I like Ass Light xD
It's good for helping people follow you into the dark
Oh, wait, set the bone in the floodlight to 0 hides it! Missed that in the readme
So, there is a way to get around your funny issue if you want
Sorry for the ping!
Oh awesome is it a config for me or you to update?
You'd disable ReservedFlashlightSlot from FlipMods and replace it with Jacob's ReservedJsonSlots. In your configs there should be a new folder called JsonReservedSlots and you'd just insert this json file.
You could edit the json file to add in any other lights you may have, or you could alternatively keep the ReservedFLashlightSlot I guess and instead give floodlight its own slot through this if you wanted.
Ah yeah i'm to lazy for all that lol. I'll keep the Ass Light xD
it still works right for the one holding it.
Plus I rather keep reserved slots as I've already majorly configed everything for it and other slots.
what is the difference though with the other reserved slot compared to Flips?
You'd still keep ReservedItemSlotCore and all your others by Flip, it's only the flashlight one: https://thunderstore.io/c/lethal-company/p/FlipMods/ReservedFlashlightSlot/ that you would replace. Whereas Flip made a bunch of mods intended to be a reserved slot for different items, Jacob's ReservedJsonSlots lets you make as many slots as you want with whatever items you want, from what I can tell. He's got a few examples in the readme like a flashlight one that I just added the floodlight on to.
Here's the profile I was testing on. It might help my explanation if you can actually see it: 019746e8-e1b6-02cb-094f-c2be9aa8bec2
It's obviously up to you, and the ass light is funny, but it really isn't that much work to switch it over especially since I've already made the json file you'd use (which was just adding on to the example flashlight one in Jacob's readme)
only things I can see in ReservedFlashlightSlot's config is slot priority override, include laser pointer, slot price override, and additonal items in slot. The overrides are at the top of the json so you could just move your values over if you changed them, the laser pointer's already in the json I uploaded above (you could remove it if you want), and any other flashlights you'd bassically just add in as well within the json's "itemsForSlot" list
basically https://thunderstore.io/c/lethal-company/p/FlipMods/ReservedItemSlotCore/ is an API to create more, reserved slots. Flip then made other smaller mods that interface with it like ReservedFlashlightSlot, ReservedWalkieSlot, etc. If another dev wanted to make a custom slot for something they'd need to do some code. Jacob made JsonReservedSlots as an API in the middle. You give it the json file, it then interfaces with Flip's ReservedItemSlotCore to create that slot for you instead of you having to write the code yourself.
at least, that's how I understand it
you get a jacob certified gold star for this explanation
Heck yeah! This is going on display for sure!
Status update: so my project was created way back using an older version of the asset ripper to get all the game's files into my Unity project. I've been using it fine but it has decided that it doesn't want to anymore. This means I've made a new project using the new asset ripper but moving stuff over has been deeply unpleasant. References like meshes and materials were entirely broken and I couldn't get them to relink. My "solution" was to move over my modded stuff and the old vanilla files to maintain the references. This meant I had two of almost all vanilla files which is less than ideal. I had a thought to make a script to go through my "mods" folder and look for all referenced assets in the "duplicates" folder and try to use the names of the assets to then relink to the matches in the "Game" folder where the new vanilla assets are saved. I think this worked decently as I deleted "duplicates" and nothing seems to have a missing reference. Still plenty of broken stuff (like mesh Cube_number used to tie to a light fixture but now doesn't and I need to use Cube_newnumber ) and I'll likely need to use https://assetstore.unity.com/packages/tools/utilities/ng-missing-script-recovery-102272?srsltid=AfmBOoqw3IGYo83yWA2RKijrxl4nxb4It5fshN5rIgHclbw9EWb-uzg- as all scripts have disconnected. However, after much labor and many headaches, I would say it's gone from being nowhere to being somewhere. Don't expect anything soon, but just wanted to say that stuff is slowly happening when I've got the time/energy for it.
At least to my knowledge my released stuff is fine and playable still, just missing the new radar map stuff (which if I do get my project updated, I still don't know I'll mess with anyway. Really hoping to see that automated and I know some have been working on it)
In the meantime, really the only thing missing is the new enemy, which you can add yourself by putting it in the Outside Daytime Enemies Spawning List in LethalLevelLoader's config with ||GiantKiwi:weightnumber||
Oh, and on the topic of the script I threw together to relink stuff: I recognize potential for it to help other devs update. If I can I would like to try to get it to a public state, but at the moment it is definitely not (very hardcoded directories for example).
Y'all want to see something that, in my opinion, is kind of gross? Probably don't need to hide the V70 stuff behind spoilers anymore but I will just in case. ||Took a break from fixing up broken stuff to go look through some of the new stuff for assets I could prefab and use in other places and came across this. So, there's a new garage tile. Inside, there's some things you can interact with, like lifting the hood of the car, opening the trashcan lid, etc. Apparently, Zeekerss has the main body of those things in the tile itself, but the interactable part, like the hood and lid, gets spawned in via a spawner. Ok, not bad, but why is it one single spawner that's in the middle of nowhere that spawns all of them together as one object? It just all happens to line up I guess when actually spawned? Why wouldn't you put a spawner on the car that spawns its hood, one on the trashcan that spawns the lid, another on whatever else to spawn what it needs? Or, why not have one spawner spawn the whole car (body and hood), another spawn the whole trashcan, etc? I feel like if he adds anything else to this room that you can interact with, lining it up is going to suck.||
||(also, why is the garbage lid's audio in the middle of nowhere?)||
||Like, to prefab that car I had to make its body a prefab, then grab the hood out of the GarageInteractables and paste it in my new car prefab, then manually try to line it up. Same for the garbage can ||
Reminds me of how the machine ambience meant for Main is in random spots on many moons
lol, sometimes the green squares for the interior radar map are tagged RadarRoomSprite, sometimes they're not. C'mon Zeekerss! Silly guy
we need to kill this guy
So, we are not going to that fire exit! I don't even think that's all the baboon hawks. Anyway, I believe the project's been ported over to V72 and fixed up, so now it's time to actually do updatey stuff. Definitely going to make https://thunderstore.io/c/lethal-company/p/ScienceBird/Universal_Radar/ a dependency for the moons as it does a good job of making the contour maps at runtime and I don't want to hand make all those.
just a funny little rendering thing :)
i love the music hahaha
it took me too long to make that but it was worth it
I've been informed that the cardboard boxes I've used as props are wrong. Turns out that the boxes you find in vanilla are not default cubes like I had assumed they were. They're their own, slightly different model so the texture wraps differently (and better tbh). So I'm going in and changing my boxes from a default cube to that mesh. The annoying part is that mesh is much larger, so a box that was 1 1 1 in scale is now much bigger despite still being 1 1 1 scale. Also, despite being 1 1 1 scale, the box is not actually cube-shaped. It's rectangular prism-shaped. To actually make it a cube shape you'd have to set its scale to somedecimalX somedecimalY somedecimalZ. The really fun part is going back through all my maps and trying to scale them all back down to something that looks good (and also climbable in a few cases on SS-13).
Can't wait to release an update and randomly stumble upon a giant box I somehow missed when rescaling all of them!
I think in the case of some of the boxes you could just grab a free model from online, right?
I mean they are cardboard, so maybe having them on a dock on Timbrance for example wouldn't make the most sense
Yeah but I’ve already put these ones in multiple moons (and the storage room in CabIn I think) and prefabbed them, so the change to the prefab changed all them (and any not prefabbed I’d have to change the mesh on) and I can either resize those or delete them and put new ones in their place, also scaled appropriately. I think just fixing their size is probably easier since they’re at least where they need to be.
In another timeline they are best friends
What are the weathers available for tundaria?
Holy fuck foggy Natit does not play around dawg
It's probably a copy of Titan's. I honestly can't remember. I know a lot of stuff was at one point a copy of Titan and I have forgotten what I might've ever changed.
Today I learned that if the hoarding bugs take something out of the ship and drop it somewhere, the item appears to retain its "in ship" status and not get despawned! It'll be there next time you land
I kinda fuck w it a lot cuz the layout's super duper simple, so it's not like you can get lost really
Oh yeah, will you change Natit's catwalk texture to be consistent across both sections?
there's a part of the catwalk that has the texture super small, I think it's the bridges
I probably could. I think the issue was that it’s made of cubes and I didn’t see a way to rescale the texture without basically just making a new copy. ProBuilder cubes do seem to allow it though so I could sometime swap it perhaps
bro I need to get in there
this mf LMAO
I love so much about this video. 1: where did the problem come from? 2: you can see the problem throughout the duration of the clip but I was so focused on getting this baby to stay in the center of the tub that I didn't notice. 3: It's exactly as I look at and realize the problem that it makes itself known. And 4: after trying so hard to get the baby to stay in the tub he just does it after it is no longer safe to be there because of the problem (technically it probably is just the baby AI trying to keep whatever distance they're supposed to keep when they stare at you, but I choose to believe that he made a conscious decision there).
Yeah, it was
It must’ve been eclipsed or something and I didn’t pay attention because this was like right at the start of the day
Thunderstore should now be processing some updates. To summarize: changed the cardboard box mesh, snowmen spawn on the snow moons in December (super relevant I know), Valiance's waterfall config was renamed (it had a - whereas the others all used _ and it bothered me), some minor Rorm, Phuket, Torus, decor and change to Timbrance's dock, Sapsucker spawns, moon videos for Valiance, Timbrance, Torus, Phuket, and Rorm, and an "apparatus" in CabIn. The "apparatus" + decor in that room in CabIn and one of Timbrance's new dock decors can be disabled in their new config if you want to. Maybe something else small that doesn't really matter but I think that's basically it.
I FORGOT TO MAKE UNIVERSAL RADAR A DEPENDENCY!!!!!!!! AGH!!!!!
Ok, crisis averted. Patches should be out now 🙃
@dense hinge Ok, so in regards to what you mentioned about Old Birds not moving on templatemoon, do they consistently not move? I just witnessed all of them moving just fine when I cranked up their spawns and did 3 days there. Once spawning one in with Imperium, once letting time pass, and once pulling apparatus. Now, they don't seem to fly, but tbh that's probably because all the nodes are really close and I bet they have some min distance they're willing to fly. They seem to walk around fine and do their dash toward a target if they see one.
consistently dont
Hmm… well they seemed fine unless Imperium or something is somehow changing it
I think I've suffered permanent brain damage from just having a single scrap day of just toy robots
you havent had the clock SID yet
Baby of Deception and Distraction be like:
I was mentally preparing myself to deal with the child 😭
🇫
This is a certified Bracken moment
can't believe sniper is also part of the conquest update
forgot to edit my template lol
lol. It’s true. Wesley and I are the same person. We are @old yoke
Also, thanks! Will give it a watch sometime soon
sniper's storyline
hi why am i being
what
wtf
No I'm not?
Honestly not a bad name if I had a storyline in mind
Just got around to watching these! Very nice! Wasn’t expecting templatemoon to be in there lol. Peak moon 👌
I am a completionist
ALL lc moons will be some day
the overseer
turtles is the overseer guys
also cant wait for the showcase of legmrs moons 🙏
lol
well since im doing all the moon packs before single moons
current schedule
Gorjus still wont load. id keep those on hold
reverts to old version just to make a showcase eheheheh
hmmmmmmmmm
only bundles first
and good luck trying to review Ocean Moons 
ye
why?
super dark lol
a showcase doesnt have to make the moon look good if it isnt hehehehe
i figured
i got so lost when exploring them
main and ship were easy because of scan nodes. fire exits existed, but i couldnt find them for the life of me
whats your favorite moon period? @bold elk
I just scan using infinite range to find them for noting down on showcases
very tough question to answer
need to think
mfw imperium lets you teleport to fire exits
mfw imperium being buggy asf
true...
also dont need it
I just scan with large range and scannable exits
write down the number
thats it
since thats all I need it for
no period, but i find myself enjoying a trip to Empra more than other moons. however, with how many moons there are, both custom and vanilla, whatever 2nd best would be is not off by much.
You know, I’m not really sure. I feel like it might be Phuket. Just feel like I’ve gone back and added stuff to it more than the others. Valiance might be a close second though I feel like probably any of the forest/valley ones are a bit more interesting to design than the others since there’s more decorative stuff I guess, even if they are still simple.
Yeah forest ones feel busier and disorienting ,it kinda helps that feeling of being lost
Phuket is especially cool after the fireflies, mimkets, and bushes were added. It feels a bit more alive while still having that empty LC moon feeling
silly landmine
and we got this one just chilling. Take a seat! what could go wrong?
he is just tired ok
Ok, so apparently the normal trees were breaking as if they were a snowman but that's been fixed. I also added some of the paintings in the vanilla mansion to the potential paintings on the walls in CabIn. Since I don't know when we'll have a Universal Radar-equivalent for interiors, I went ahead and made the interior radar map for CabIn as well.
Also, craziest thing when I was making sure the new paintings were working. I got the incredibly rare easter egg painting on the fireplace in the main entrance tile and a second time somewhere else in the same interior! They also are even rarer with the additional paintings added to the pool since it's a weighted system and I just added the new ones without increasing any of the old weights so I got truly blessed by the Teliots.
I love you teliot!!!!
really quite soft
@wanton seal i saw what you posted
#1268919667347427390
@lucid horizon saw the new mod
nice
wonder if there would be a way to fix his moons as well 😭
I'm not familiar but I imagine it'd involve ripping the files and reuploading the whole thing fixed up which is a bit more than I can do atm
fair
main issues are releated to the moons "weather"
(aka the built in solar flare and toxic smog they have)
Hey snipes, is the floodlight's sounds supposed to be randomly picked when you left click instead of being based on if you turn it on or off?
The sound that plays is a list of sounds. I had kind of assumed they played in the order that they are listed, which would’ve meant one corresponded to on and the other to off, but it actually just randomly picks. So, not exactly intended but just how the game is and I don’t think it’s too big of an issue + I don’t care enough to do custom code for such a small thing.
Oh I guess you copied how the flashlight does it huh
never noticed thats how that worked too
coolio
Do you want custom sounds for the light then? I feel like one of them sounds too much like something turning on to be used for both turning on and off
Yeah I just used the vanilla script. I think the vanilla lights just have one button sound or if they do have two they’re very similar.
I might revisit the sound sometime. At the moment it’s the old bird light turning on and the other I forgot.
they're both old bird sounds iirc
Probably. I was kind of thinking about making it an old bird head at one point but didn’t. Maybe the scale was too big? Maybe I didn’t want to bother breaking apart the mesh? I don’t recall
Also, don’t know why they’d just have the head for sale in the store
yeh no idea LOL
:c
peak ad
Looks like the key hole from a Super Mario World secret exit
Well there’s probably not much I can do about the ad, but I might’ve forgotten a navmesh modifier volume under those tables
Yeah?? Why? Is it like hard to implement an ad?
Its not really a big deal
That was like the only ad on our entire 2ish hours playsession haha
I never actually made the ad. That makes me think the ads just take the model and display it with maybe some set rotation/scale. I’d have to look into seeing if there’s a way to change it but I don’t know what that requires currently
Ooh oki
The beautiful people at code rebirth have been able to do custom ads, maybe you could ask them?
Or maybe if its too hard you could see a way to deactivate your item as an ad
I know there is like a mod that does things with ads
NoAds or smth like that
But idk if it removes all or is a configurable thing
But yeah its not really a big deal haha
It was just a bit sad that our first ever ad experience was with a dark texture haha
Yeah lol. I’ll look into it
I just realized I called that gallery tile "galery"
xD
Ok looks like navmesh was under the table for some reason despite having the blocker, but lowering it a pinch seems to have stopped it. Items shouldn't be under that table any more
Yippee!!!
So, I made this thing: https://thunderstore.io/c/lethal-company/p/Sniper1_1/WaterAssetRestorer/
Maybe some moon/interior devs will get a use out of it. I may or may not use it in the future when I need water myself, idk. Maybe this should go in dev-resources but unless people really want it there, I think it's easier to keep all my stuff in this thread.
Hopefully if anyone tries to make something with it now it's not too broken because I won't be able to touch it for a few days lol
soon I'll through it in the readme because I forgot, but just keep the material names the same in Unity and it'll find what it should replace based on that
README update! Whoo! Basically just added a piece to say that it replaces based on material name, so if you use it just use the material that you get in the asset rip even though it looks broken in Unity. It’ll swap based on the name in game.
well hello to you too 😠
fucking classic LMAO
I once had a Masked with an insane amount of sprint (it sprinted continuously for like 30 seconds) case me around the entrance of this moon. I suspect it was just a friend using Control Company, but it definitely was funny
I don’t recall masked being in the spawn pool so either someone changed it or it was a friend, but that do be phunny
I use a custom spawn pool for the moon, but nonetheless Masked should not do this…
Cat

still tweaking but thanks to @quaint plaza with itolib soon you will be able to squawk the Baboon Hawk Head apparatus. Does it make sense? No. Is it funny? Yes.
Also I think I fixed the scan node not showing ??? and that if it was in the ship it would revert to being 'on' when reloading the save.
(also, yes, the tooltip is mispelled in the clip. already fixed it)
LOL THAT'S AWESOME
templatemoon!!!!!!!
Cabin update???
you can now speak baboon hawk by squawking the baboon hawk head apparatus. Will the other baboon hawks respect your opinions? Unlikely, as you're holding the head of their friend
Does your eliot scrap still work?
Like without problems?
I have a mod from you and in my modpack I give mod developers a scrap based on them. I'm thinking of making eliot your developer scrap haha
It should still work
Yeah, just tested and Teliot still works.
I would be honored to have Teliot represent me
Haha, sweet. Then that'll be your scrap item! Also does the action figure do anything? It's fine if not I was just curious
nah, it's just a little guy. I think you can inspect it, but that's all. I can't remember if other people can see you moving items when you're inspecting them, but if so, then you can bob it up and down and put on a puppet show I guess.
flooded templatemoon is great
can we have a configs for the sound of the crickets on phuket ? especially in the interior
our ears are bleeding
Maybe but I think that would require a different system than what is currently spawning them in. Probably not too hard to do, just have to think up how.
School’s started back up so I just haven’t really touched this stuff in a little while, but I do still want to work on it
i don't wanna do any conclusions yet, since i haven't tested enough, but i recently started playing again, and noticed the store desync issue
out of curiosity and remembering some old talk a while back about the issue happening with floodlight i decided to disable it and see if it would fix it
i haven't had any more desync issues after disabling it
and its so sad bc i love floodlight :c, its amazing for blackout
Was this after leaving a save and going back into one without first closing and relaunching the game? LLL does break in the store unless you fully relaunch the game. I’m not aware of it breaking else wise
it was kinda like that yeah
it was somewhat weird
bc i also did a new file, and it also was desyncronized
then i close and reopen the game, went to the save file i had and it still was desync, i disabled floodlight, went again and it was fixed
tried with new files too bc i know the game tends to explode when you close and open it, but it still was kinda fixed
it was really weird idk
the thing is, i kept closing and reopening the save after disabling (bc im playing alone and im doing savescumming hehe) but it was still fine
no desyncs
Idk. I might move it over to CodeRebirthLib at some point. It’s just something I haven’t really looked into yet.
Definitely weird though
yee
would be cool! i hope you do it one day
Testing something for someone else (and also kind of myself for something I have in mind). Presenting: the Holy Yeeter. Coming soon™ to a templatemoon near you!
TEMPLATEMOON!!!!!!
mall
As if this moon could not get even more goated
sonic boost pad
SNIPER
I have a
Question!!
Soo
Floodlight
Still broken 🙁
Would it be possible to port it over to dawnlib? Maybe that could fix the issues?
:0
I can try at some point. With college classes I just haven’t really touched the stuff in a while
yeah fair
we all are back to school and our times for cool thing is so tiny now haha
i wanna vacation :3
uuuuuh
lethal uses a different unity version now
I don't know how that affects anything but all I know is that I'm scared
Yeah, I’m expecting moons and stuff are fine unless there’s issues on LLL, JLL, etc side of things.
I’m more thinking about F.T.L. and W.A.R. needing a recompile. Kind of doubt it since I don’t think there’s lots of Unity code touched, just game, but there probably is some.
And updating my Unity project is something else to look forward to 😐
yeahh..
I didn’t even think about my fix for LethalElementsBeta…
LEB better still be ok because I do not know how much of it I can really fix. I can recompile my patch and maybe if there’s a specific function in there that’s broken just because it needs to recompile I can just do what I did for the toxic smog, but if there’s need for actual code changes… yikes.
Someone else claimed LEB and the patch still work
pheww...
Just in case anyone’s missed it, Pacoito has uploaded their fork of LLL for V73. It sounds like you can still have LLL enabled in your pack. I don’t think I’ll push a small patch just to swap dependencies because I’ll just end up having to swap back eventually, but you can add it yourself in the meantime.
https://thunderstore.io/c/lethal-company/p/pacoito/LethalLevelLoaderUpdated/
If you somehow follow this thread and not the LethalElements one, Pacoito has released https://thunderstore.io/c/lethal-company/p/pacoito/LethalElementsTheta/ which is a fixed up version of the mod. My patch is not relevant if you just use it instead
im happy that someone is picking up these bigger and more important mods atm
just need someone for diversity now 
I am currently patching my project to V73 thanks to Zaggy's version of the asset ripper. Apart from me being stupid and not following directions, it works well!
I can't remember how often I've talked about it, but I've mentioned in the past trying to work on a tool to help move stuff from one project into fresh rips. I'd say it was pretty successful in this run! Some stuff didn't reconnect and other things got scrambled but that's been kind of normal for updating LC projects lol. I need to fix some weird logging issue in the tool and maybe see if I can figure out a better loading bar thing so you kind of know what it's doing, but other than that, hopefully I can upload it soon.
that sounds fun
would that help with people updating old mod projects (pre-v60 for example) to new versions?
Probably? The way it works is you select a folder that you intend to move (like your mods folder) and a folder that it should reconnect to (like the game folder with the vanilla assets). I then make a json file that has lists of GUIDs, asset names, and where in your mods folder it gets used.
Then in your new project you drag your mods folder in most of the references to vanilla stuff is broken, but you can use the tool to select your mods folder and the game folder and import the json again. It should go through and get new GUIDs for stuff and then go through your stuff and swap the old GUID reference to the new one.
At some point I want to test a really old version of my project that used the old nomnom patcher and try to bring it into the newer versions because that's why I mainly started this. The old patcher just stopped working one day so I couldn't just repatch. I had to move it all
And by "old patcher" I don't mean nomnom's that died with V73. He had an even older one that I started with, then made his newer one that died in V73. I want to try to go from that really old one into either his newer one or now probably Zaggy's since it's for V73
They turned mimckets into keys! (this is one example of issues I don't think I can fix. The mesh used to be called cube_29 but now it's cube_31. So there's probably always going to need to be some manual checking.)
@lucid horizon hi i need to know the answer to this
is it pronunced as "Puh-ket" or "Fu-ket"
I always pictured it like saying “fuck it” because it’s funnier
im crying
We can go off the real place: https://www.google.com/search?q=phuket+pronounciation
but I decided “fuck it I’m making a moon” and that’s how 69 Phuket was born
poo ket
It is kind of funny that way too. I always thought it was like “foo”. Who knows?
Endless possibilities
it's probably because phucket is also a city in thailand and it's pronounced that way lmao
Yeah that’s what I’m saying. The moon I’ve pronounced “fuck it” but the real place I’ve thought was more like “foo ket” while Google says it’s “poo ket”.
i think ph in thailand is pronounced with the P sound rather than F

Your snowy ones reminded me of a moon idea that I wish someone would try: a moon where you enter the facility via submarine.
pressure
I don't even mean like an object that looks like one but is just a door, functional submarine that actually goes underwater and either docks with the door or moves up into a pool bay.
Oh?
pressure fans when they learn anglerfish are real animals
Oh. That could be why
Oh.....I thought it was the name of a moon....
it is
Huh???
....no Kenji....pressure
Ik
also thinking that a working submarine would be very difficult to achieve
since water is not really water
i can think of a way that would <make you think> that you're in a submarine but it would require some trickery
Yeah but it's possible. One idea I had was to make the submarine entrance teleport you to a different world cell hidden and when it's activated the submarine goes under and moves to the correct position while the box you're in doesn't actually move it just acts like it is and when it's finished the target for the submarine door changes and makes you exit at the pool bay near the entrance door.
Basically the submarine "exit" is just two different invisible spots next to it either on the dock or in the bay.
Very iron lung like in design
Yeah you could probably do something just like an animated object. Kind of like the elevator. Ship lands, you get in and press button. Door closes and thing moves to docking bay on a set path.
I think the tricky part would be making it look like water through any windows
yeah, something like that (it would be a bit different, since that's not how it works but yeah)
Also this way you don't need to code in any kind of physics or any changes to the water code either.
Because the water in this game is just a plane and when you’re under it it gives the blue filter
It’s just air really
Actually you’d have to make sure this “ocean” is something you can’t fall into because the trigger box for the blue effect/drowning would overlap with the submarine anyway
And drowning in the sub would not make sense
Well I mean the inside of the submarine is really just an interior. The buttons inside trigger a sequence that play an animation outside and some effects in the submarine interior. The location you exit depends on if the submerge sequence or return sequence was played. The actual submarine is an empty model really.
the way i would make it is: you get in, trigger an animation, get telepointed to a copy of the submarine out of bounds for X amount of time while an animation of the submarine submerging/emerging plays, then get telepointed to the other 3rd copy of the submarine (the destination one)
The inside of the submarine is no where near the moon map. It's out of bounds somewhere.
it would be a bit of a pain to do but it is possible
Definitely more of an art decision than practical But man it had potential.
you're free to do it my man
you got a lot of nice ideas, you might as well try to make some
mooning is the simplest of the things you can make
If only my laptop wasn't trying to set itself on fire whenever it runs.
I can't believe we have a moon named "fuck it"

@lucid horizon Your FlashlightToolLoader is so goated, I always wondered why the Elite Flashlight would be neutered to the same brightness as the pro when pocketed ty for the amazing mod bud 
Sniper. you seem to be the right guy to ask... two things
- Dimming flashlights mod. It works, but how feasible is it to make it work when you pocket the flashlight? It seems way more annoying than just adjusting the light intensity...
- All flashlights have this issue, and it's when you look down with a flashlight. You see your own shadow a bit... broken-y. Its not as over powering with the pro-flashlight, but it is crazy insane with the elite flashlight or any other flashlight mod. I... want to figure out a way to remove shadows but only for the player, and I will work this out... mark my words... not really a question. A new age is coming and this age asks for NO LESS THAN PERFECTION for flashlights... and your tool is the first step towards divinity...
- I’m not really familiar with this flashlight dimming mod. Looks like it dims on low battery? What happens currently when it’s pocketed? I’m assuming it goes back to full brightness? The way the flashlights work is there’s the item with a light on it but there’s also one attached to the player. When you pocket the flashlight, the one on your chest turns on (flashlights have an Id number that corresponds to the light on your chest for that type of flashlight). You’d somehow have to know which flashlight is getting low, then dim the corresponding chest light I guess. Doable probably, but would require some work and I could be forgetting something.
- I’m not really sure. In editor you can turn off “casts shadows” on stuff but idk if you can toggle that through code. Probably? Run some code to find the player prefabs, find their mesh, then turn that off. It might make other people not see your shadow though, idk.
- Yes. That's the correct assumption, I will find that one then. I have a pretty good idea where it is after looking through others code before falling asleep last night
- Perfection comes with a price, Mr. Sniper... always a price... but for real, thank you very much, this helps me out a lot ❤️
You’re welcome! Good luck!
If https://thunderstore.io/c/lethal-company/p/blink9803/DimmingFlashlights/ still works, your mod could probably just postfix off the end of its function for dimming and just take the id off the __instance, get the corresponding light on the player (like id 0 matches with helmet light 0), and set its intensity to the value that mod calculated for the flashlight. I actually don’t know that that would be too hard. Idk what your experience level is though. You can look at some of FTL’s code for what I do with flashlight stuff, like what the list is called that contains the lights on the player, if that helps.
This is what I was forking off of, this is what initially made me actually bother with this to begin with. It has the same issue with pocketed flashlights and yes, I saw a lot of mentions of helmet light and intend to mess with this again when I get home later today
And I did go through yours and see mentions of the ID stuff yes
It does help though since you told me some new info I passed on, thank you again lol
the shadow has been an issue for a while now yeah, nobody has been able to figure it out, tho nobody has really cared that much either
when i used to play with promaxflashlight that would constantly have issues
the way it got fixed was by moving the flashlight origin point to somewhere else to not obstruct as much as it could
but it still has some issue, like it looks weird, and other objects also cast a shadow so its kinda bruh moment
My experience is near 0 specifically with unity and c# but once I see the pattern... the patterns mean everything... and when I see the pattern, I see the path... (This basically means I have autism)
I should be completely fine with editing values or swapping out variables or whatever, I have worked with similar stuff before
yes this one might be pushing my luck lol
but thats for me to experience...
and yes i am aware of the light utility and also looked through that source code
But it is honestly distracting
you can see the cone above your head and it just looks weird
light utility is hard coded from what mr sniper said
I did read that a very long time ago somewhere
it was an odyssey for sniper to add compat between the 2
all that just for this one annoying guy
tysm sniper, i'll never forget 
the distraction of the light cone from light utility and the mismatched colouring and whatnot has made light utility a massive skip for me unfortunately, and (for whatever reason), elite flashlight previously didnt work with FTL, but now it... does... in my modpack at least. No idea what changed, but I am all for it lol
the compat sniper made probably
light utility and ftl wouldnt work together so
maybe when you removed light utility it got fixed hehe
I'm almost done with it and seems to work with everything I've tested in terms of compatibility... but there is one I haven't been able to test even though I expect it to work, and oddly enough... its FTL... Which is so... weird. It works on 200+ modpack on my PC lol. Only elite flashlight and FTL installed + dependencies
I don't have my modded dll installed either, to rule that out
Hmm. I can try to look into it. Pretty busy with irl stuff though so idk when it will be
yeah no rush, just putting it out there to let it be known
Actually, just checked and I found it. It's the cardboard box item that Zeekerss has never finished. It doesn't have a prefab so as I go through the list of items to check if they have the flashlight script, I try to check a nonexistent prefab when I get to it. I am not sure how this error never happened before though. My guess is LLL or something removed the item from the item list or maybe gives it an empty prefab to avoid errors like this?
wait what theres a unused item ive never known about???
oh yeah ive heard of that item lol
cardboard box my beloved. It has no prefab though, just some properties. idk why it doesn't exist. Seems like a really basic one to do
I was thinking of testing with LLL, i actually was thinking dawnlibs new save thing fixed it but i tested and it wasnt this
Anyway the patch should be out now. If in doubt, throw stuff in a try catch block lol
I'll make sure I'm always in doubt...
Just like how I thought i was going crazy for about 20 minutes just to realise i was dropping the dll into patchers not plugins ! I've been awake for too long...
I forgot I had JLL do this during spooky season lol.
I should do more stuff. Probably won’t get to it in time though. Oh well. It can be ready for next year.
To the devs that have struggled with the pains of moving your mods into a fresh project and having all the references to vanilla assets break in the process, I apologize for taking so long to do this but I have published a tool that may be able to help in the future: https://github.com/Sniper1-1/GUID-Reconnector/tree/main
General instructions are included in the README and at the bottom there is a link to a YouTube vid of me going through and moving my mods into a new project. It's not a good video by any means. I sound dead inside and it's very wonky but you can reference it if you need to. This is why I am not a YouTuber lol
thank you SO much sniper
put that shit in mod-showcase brother
You’re welcome! Idk that it’s really a mod though. It’s in the dev general channel which I think is more relevant, but I might throw it in the showcase one too
Got permission to make a thread https://discord.com/channels/1168655651455639582/1434288087437021244 for the GUID Reconnector tool!
So my laptop has killed itself again. Currently at the IT place on campus working on backing stuff up.
oh shiit
Best of luck
Well, got it back. It did have to be wiped, so now I have to go through the fun process of, well, getting everything downloaded, reapplying settings, etc. Fun times ahead 😞
we believe!
Darkest hour
I still beg the question. why do all devs computers die at 100x the speed of the normal user ?
maybe because what they do with them is more resource heavy than the normal user
Maybe? It does definitely feel that way (devs having it happen more often). However, it’s also possible that most normal users don’t share it as they may feel like they don’t need to. Devs here might share to explain why they can’t do updates and whatnot.
Maybe we do push our machines more but I don’t feel like I really do anything too crazy, so maybe there’s like an inverted survivorship bias happening where we only hear about devs’ computers dying and not the average person here.
Though my laptop needing to be factory reset twice within like a year is very unusual and concerning
i mean its worth of mouth, most of my friend dont have nearly as many issues, while in this server its kinda common
True. I mean, there are a LOT of people in this server and idk how many friends you’re close with, but for me it’d be like 5. So it could be that there’s just more people to have problems here.
Could also be a Lethal Company curse
At least progress is being made. Keep it up!
Finally got the project back. Now, idk when I'll do more actual work on it, but it is technically something I CAN do now :)
You know what they say
YAYYY
congrats snipes
In order to have better compatibility with custom moons and avoid accidentally replacing water I should not (like what happened on one of @lofty barn's moons) I have updated WaterAssetRestorer to no longer replace Water_mat_04. If you wish to make use of the water from Gordion or the flooded water, please either rename the material or make a renamed copy named Flooded&GordionWater. That's the new name I'll search for instead of Water_mat_04. @silent fern I think you depend on W.A.R. but I'm not sure for which water, so this may or may not be important for you. @delicate cave, I think you just use it for the cave water so you shouldn't be impacted, but if you do use it for that other water too then you will have to do a little patch.
i do, but i'll remove it for my moons, although i will need it for my interiors so thanks for the info
Wait, do you mean you’re removing it from your moons because you found a good alternative or something? Because if you still want to use the water that spawns on Gordion or during floods you still can, I just replace it based on a different name now instead of the generic Water_mat_04 because that name is just too common in water asset packs and I don’t want to overwrite those.
i had a water mat shader given to me (by you i believe?) long ago when the tool didn't exist
which i used to duplicate and turn into different colored water shaders to use on different moons
so i basically never needed it to begin with
but my interiors will basically use the poolwater and cave water
ok, got it
ah okay :)
I do use it on extort
Oh, oof. Didn’t know that. Well, at least it’s a pretty simple fix and hopefully this kind of issue won’t be a problem again
hey sniper wanted to ask
will the floodlight port happen? i mean i know you are really busy with university and all that stuff
but
i mean omg wait
my head is somewhere else i should not be asking this right now xD
just wanted to know if thats something on the menu or we will forever have desynced stores hehe
-# actually havent tried on v73, maybe its fine now? no sure and im kinda scared to try
cheese, you dont need 78 flashlights 😭
i don have 78 flashlights
wasnt it you who had like 12 different ones lol
sorry brain somewhere else
uhm i only have elite and webleys
but like floodlight is more unique!!
Yeah, it’ll happen at some point. Whenever I do it I’ll also probably be switching a bunch of stuff over. I need to add DawnLib to my project and figure it out, then actually switch everything over. It probably (hopefully) won’t be hard, just tedious so I kind of keep putting it off.
Maybe Paco fixed it in LLLU? Idk either
-# It do be fixed 
yeah been using flood light wit no issue
I never knew it had an issue teehee (mmmy lack of playinf)
It was just like, if you left a save and went back into a save without closing and relaunching the terminal the store got desynced because it wouldn’t get properly reregistered
If it’s fixed, I will very much enjoy the additional procrastination I can do

If I hypothetically were to rename templatemoon to be a bit more specific (because another dev had a templatemoon too), does anyone have a good name idea? My current ones are sniper_templatemoon or templatemoon_sniper, leaning more toward the latter so that you could still just type tem in the terminal and probably get routed to it (unless there was another moon starting the same way, of course). I perhaps could do like templatemoon_s or something, idk. Ideally, I think the name should stay vaguely templatemoon-esque and not be a real name still.
an _ is probably fine, but if not I'd just use a -
If its not a playable moon I don't see why name clashing would be a big deal
either way, also, was doing something like Generic does with his interiors to let moon devs sort of specify CabIn weights. Moon devs will be able to give one of these HasCabin tags to their moon to let it spawn there. If anyone has other weight values they'd like me to include, let me know
Mine technically is. It's hidden in the pack. idk if the other one is or not
I think it might've been?
as an avid fan of templatemoon, i feel offended by this message
just curious since I haven't seen yours, why are you building it in your pack?
is it like an actual moon or just a template
he accidentally bundled it
i was the one who found it
but he kept it cause it was funny
yeah, just kind of an accident and left it because funny + maybe someone would find it interesting to peek behind the scenes
I don't think that picture version is actually what's uploaded. Haven't reuploaded an updated bundle for it in a while
i just straight up unhide it and have it be an actual thing in one of my mod packs
that's sick as fuck, thanks snipes :o
You're welcome!
@limpid knoll now that it is the holiday season, will there be a content update for SBT? I myself have been hoping for a couple ideas on that list of yours
I have another mini-update I've been working on to add a couple more things which should be done soon. Hopefully I'll also be able to make some progress on bigger plans, but that'll take a bit longer.
What I've been aiming for is almost a full rewrite to improve and re-do a lot of features while adding new ones, but since that will take so long I might consider doing one last major update to add some new content to get something out sooner.
Sounds good, just curious
Was this meant for me? I’m not complaining, but I feel like you might’ve meant to put this in a different thread lol
no it was definitely in here
they are actually asking you
when are you gonna update sbt sniper
Oh wait I did screw up
My bad
They are right next to each other on my channel list and look kinda similar
Yeah, I figured that’s what it was. I’ve done that
sniber tweaks
Yes! All moons replaced with templatemoon soon!
Omg im so excited!!
ok, so I was thinking about templatemoon rename some more but not really sure what's best. The first option, templatemoon_sniper is very clearly mine and would nearly guarantee no future conflicts, but idk if the _sniper part is immersion-breaking (not that this is a real moon, but, idk, my name being in there kind of feels weird). The second option templatemoon_v1 also probably won't have a conflict, but it's possibly more likely to because someone else could do it. The _v1feels a bit more "thematically appropriate" than my username being at the end. Either of these options isn't necessarily final, they could change some. (Oh, and if I did do the _v1 at the end I wouldn't actually update that number if the moon recieves updates btw)
Name it Galetry 
I could, but at this point I have strong muscle memory for typing "temp" to route there to test, so I don't really want to change the starting piece
I got it
templatemoonnewproj
ten plates
templatemoon.png

do . actually work in a name? probably not, but if they do, template.moon or something could be funny
because then whenever I have a second interior and do a pack, I could throw my template interior in there and call it template.interior
are you actually making templateinterior
yesn't
I do have one
if I ever do another interior (which I do want to do), I'd have to put the template one in the pack for internal consistency.
My scrap pack has the cube iirc
at the moment, my testing interior only spawns on templatemoon at 300 weight. I'd probably keep that, but that's pretty easy to clear out of configs if you wanted. The TestCube item spawns there at 100 weight, and I'm realizing I should've called it like templatescrap or something for internal consistency. Oh well
Probably not yeah

next up
templateenemy
Or it'd be sanitized rather
templatedotmoon
holy shit sniper1dot1
it's like my name
(though I usually read my name as point, not dot)
i feel like newtemplatemoon is your best bet
(the muscle memory thing is a bad reason im not gonna lie...)
but it's not exactly "new". I'm not aware that there was a public templatemoon before me, but there may be future ones from other people and that's what I'm trying to avoid. If anything, they'd be "new".
(if there was one predating me, then I could see using "new" on mine, but I might rather it be at the end for the muscle memory preservation)
Moon_Template
no, new as in "new template"
like it was just created to make a new moon
some files are created named like this
but that also breaks the muscle memory 😭
I just wanted to make something dumb lol
ah, I see
craziest reason to hold back ive seen
its should be renamed whopper
aint template_moon a thing instead
this is the tread of smartness only
the device
this is completely off topic, have yall ever seen the tree spawn sideways
Zeekerss made this in vanilla!
gif
bro leaked the moon
God if this is some obscure mod causing it im gonna crashout
probably a mod but idk for sure
it's the sideways trees mod!
wait, it's this!
17 Kilon has sat in the folders, empty and unloved for I don't even know how long
horizontal gloom trees
what would that even look like 💀
good
FUCK ITS CONSISTANT
wait, just checked Lunar Config, Generated fresh
CRAFTYYYYYYYYYY
If I rename templatemoon to hopefully avoid conflict, which seems better
5
6
1
something like templatemoon_sniper
Ok dokie
Today I used Blender. I hated every second /hj
It's probably something I'd get more comfortable with the more I use it, but man I just spent almost all day (granted, with some interruptions) trying to make what I would've thought would be a simple shape. Finally got it in and applied the material I wanted and it's all funky. At least now when I see weirdness in the vanilla meshes I'm like
Welcome to the blender hater gang
Oh, Meryl Crimebus to those of you festive folks out there!
Why everyone needs a Comfort Log:
- They're the perfect length and round, making them great to hold on to to cuddle.
- They're excellent listeners.
- They don't snore.
- They don't need food or water.
- They come from responsible logging practices (replanting cut trees).
- They can provide warmth (especially if you burn it like a monster).
- They can be used like a weighted blanket?
- They can be used to bonk someone in self-defense.
- You can roll it around for fun.
- If you balance it on its end, you can stand on the top to reach high places (if you've got good balance).
Been messing with the interior and it felt a bit big, but granted this was on March which has a size multiplier of 2 for whatever reason. However, this is also the vanilla moon it is most likely to spawn on so in a way it would make some sense to balance around that. I feel like I remember the scrap distribution feeling fine but this time it felt pretty sparse. Might’ve gotten unlucky, might be because of changes I made.
look i just wanna see templateinterior
im probably overhyping myself
but im very curious
You are
The entrance tile is a bit different but it’s basically this
This was an old video
yeah this is kinda how i imagined it would look
maybe to spice it up you can add whited out versions of other interior tiles
including your own actual serious ones
honestly even if not whited out i think it would fit to just have different interiors tiles around
Perhaps, but this was mainly set up just to learn how to do an interior. The one thing I was thinking about was raising the ceiling because there are the secure doors from the facility interior, but you can’t actually read their id currently
This is not supposed to be a real interior, just like how templatemoon is not supposed to be a real moon
i think you can stretch the sincereity a bit more for the interior
You guys use templates?
I didn’t want to dive into a real one with no idea what I was doing lol.
Fair enough lol
Did you just go for it?
Every single interior of mine I’ve just kinda rawdogged and if I start a new one I just copy a random tile from my exiting interiors and delete everything from it and start over
I definitely grab stuff from my preexisting stuff (at least for moons since I just have the one interior) to some extent but I like having the templates as a base
Easy to clean away unneeded stuff and add in what I do need
How is the current CabIn generation?
4
5
2
It’s just right
ok, so I'll probably leave it. maybe shrink it a little if I feel like my changes did mess up the scrap distribution
can't believe iconic interior Cabin hasn't released an update since last year
this looks at least somewhat better, right? (not necessarily final)
yeah, way better
ok, good. I thought so but I didn't want to waste all this time doing this stuff across my moons and end up making it worse lol
you can do a bit more even, prop it a bit more with bushes and whatnot, and maybe painting a bit paths
make it look a bit more expensive
oh no. am I going to have to retake the readme pictures? I didn't think about that. Phu... 😔 (the moon vid is so low quality I'm sure it will be fine)
Yes but now you need to fix the main issue id say
Ground cover
Plants, rocks, something else, all of the above
Whether you use greenhouse plants or the bushes and grass used on adamance or your own custom shit
It needs something going on on the ground
Yeah I know, but placing it all is so boring 😭
oh this looks much cleaner!!
you're using prefabs for placing props right?
yeah
ok I figured
I originally did not, but I have since fixed that
siiick
holy 🐮 you can just drive the cruiser over quicksand. That makes it goated for Phuket! You can just go straight over that mote of quicksand instead of walking around it, taking the unstable bridge on the left, or parkouring over the rocks/tree on the right. It's not a huge timesave when compared to driving around the quicksand but it's something.
I was hoping to get a big update out over my winter break, but this is my last day so unfortunately that did not happen. On the bright side, I think a good bit of progress was made. I will continue to work as I can. If I have to, I suppose I could release what I have, but I would rather get it all done and out at once.
I think one the issues I might've encountered with updating before (apart from general lack of time and life interfering) was having a bunch of little things spread across different moons and whatnot and continuing to tell myself "eh, I'll slip it in the next big update" but that doesn't really happen unless I combine the smaller stuff to actually make a bigger update lol. So I don't really want to release what I have and leave a few things out because idk when I'll have enough small things to combine into a bigger one again.
Here, you can have this pic I posted in the Dev-Moons channel showing off a prefab painter brush tool I found so that I didn't have to place all those flowers by hand.
And you know what? Know that Crocs better watch their back. There's a new shoe company in town.
🥾
I'm really excited about what you're doing w your moons :)
It’s nothing too crazy. Just trying to do some small visual improvements mainly. It’s “big” because I intend to touch up all moons (some more than others) and release at the same time.
The answer was yes, yes I am. I am also re-recording the videos.
I just recorded one with the helmet visor visible! 😭 The suffering we put up with 😔
don't tell wesley and generic theirs is also visible in their videos
I guess I’m just better 💅
fun fact
wesley was watching a movie as he was making several of them
and you can hear it in the background if you rip the files
yee ik
Just to confirm, this is not still an issue for you, right? Because I could not recreate the store desync in testing just now
the issue was already fixed sniper!!
paco fixed the issue in LLL itself :o
so yeah, i havent had that issue anymore :3
ok, I know he said he did but I just wanted the confirmation that it was working for you. That's good. I was looking at DawnLib registration and it looked fine, but I wasn't sure on the best way to handle all my stuff since they're all standalones mostly with packs just depending on them.
would've been an effort to do, or I could've just done floodlight but then it felt inconsistent and bothered me lol
added Beanie Lib 👍
-# (Not to anything yet, but it is in my project with its full power at my disposal)
Update time! I've sat on it long enough. For some moons, they might could use some more vegetation and whatnot, but I kind of want to wait and see what Zeekerss does with his overhauls first, since I kind of tried to stick to vanilla, that way I can follow what he does. Anyway, changelog stuff:
Scrap
Uh... not much. I think if you have the log scrap, since LLL now supports dungeon matching for spawns, I gave it some weight for CabIn. The cardboard box also has a new Scorc variant.
Interiors
CabIn has received several new furniture decorations plucked from the mansion, new painting variants, two new tiles, faster generation time, and I made the floorboards in the broken room a bit thinner. Also, if you're a moon dev you can tag your moon (see README) to get this to spawn there if installed. It also by default spawns on Vigilance by DemonMae.
Moons
Snow moons are relatively unchanged, but I did paint in some snow rock texture along cliffs (I never even noticed vanilla snow moons did this). The valley/swamp moons have some more terrain texture painted on to try to make it less just grass. Valiance has kind of taken on an "Adamance" look, Phuket's had some decor changes, Timbrance's had some trees and stuff added as well as a better out of bounds. Starship-13 received some improvements visually too. More decor mainly thanks to Generic, Teserex, and Beanie for a cargo container. It also has a new energy shield material I made and a unique orbit prefab (I guess the ship has a canonical design now).
Oh, and templatemoon is now templatemoon_sniper so, Purple, you may have to move some of your config stuff, sorry. Maybe that's it, maybe I'm forgetting stuff, idk. It's late and I'm tired. I'll dump some photos I have here. Goodnight!
Amazing!!!!
it wasnt a big issue
@lucid horizon Not sure if this has been asked yet or if I even asked at one point, but why are your scrap items all seperate mods and not just 1 mod where players can disable specific ones via configs? I see the Snipers Items that just force installs all 9 individual mods. I'd love to see a version thats just 1 mod with all your scrap in it.
his moons are also like this due to "templatemoon_sniper" existing, which is the only thing the mod "sniper's moons" adds, and he does this to keep it as a secret
so that probably means "templatescrap" is a thing now
which he confirmed he was making
The ever so divisive "1 mod that has everything vs a mod for each feature" talk
Hey its a legit question. Most devs don't release all their scrap they make as individual mods.
Ah lol
My bad if you misinterpreted
if im right
templatescrap is just a white cube
which makes sense
but its still kinda funny
Only thing is you could still have a secret moon while having the assets be consolidated to one mod
Just don’t mention the secret thing in the description like how it already isn’t
same same
It’s mainly because I started with my moons pack but it eventually became clear I should have standalone versions. So, I uploaded the standalone moons and made the “pack” be basically empty but depend on them so that I didn’t have to update in two places anytime I changed something. The structure just kind of carried over.
I would’ve had to make my own configs in code to let people disable individual scrap as DawnLib didn’t exist at the time. I considered with the last update moving them all to DawnLib but opted not to.
There isn’t really much downside to the “multiple individual mods approach” other than some mod manager “bloat”. It’s not as big of a deal with scrap, but with moons it seemed like decent trade off to allow people to just get specific ones and save hard drive space and, load times and RAM (which hot loading has someone cut back on that being an issue).
It’s been a thing for a while iirc, I just didn’t say anything on it. I’ve had the scrap pack for a while. It’s the template interior that’s not out because I don’t have a second interior, thus justifying a pack.
I think it’s called testcube though, which violates the naming convention, I know. It’s very sad.
It is basically, but it can also be blue because I was testing the material variant feature scrap has to randomize colors and stuff
It also has a terrible hold position because I think it’s just the big bolt’s but maybe changed slightly. It wasn’t really given a proper one
I think it’s worth like 1-5 dollars or something just off the top of my head. It’s definitely not valuable though, whatever it is
personally I feel for scrap its much better to have them in one mod. I totally understand doing it for the moons. Now this is just me personally, but i'm less likely to be interested in adding a bunch of mods for single items and rather it be 1 mod with multiple. I'm already trying to make sure my pack doesn't go beyond 200 and if you ever end up adding like 20 new items I would not want to make my number count go up by 30 to have all your scrap lol.
I agree completely
Tho i do appreciate them being standalones so i can just opt out for the ones i dont like
But them being in a mod containing all of em, with options to remove them if you dont want them (optional) would be much better me thinks :3
Yeah, scrap I might be able to combine into one mod through DawnLib. I don’t think there’s much in LLL’s item stuff I need. I do make use of some of its stuff for my moons so they’ll probably always be LLL and individual
@lucid horizon https://www.youtube.com/watch?v=DC_4ahWZqP8
the funny
this was a pretty good run, i dont think a full clear solo is possible though
Magnificent!
robber speedrun 100%
why did the AI code autocomplete suggest something with SCP 079? This is litterally just a blank C# file apart from having the class name.
(redacted the function name it suggested because it has the mod name. It's not a big one by any means so don't get too excited. I also don't know that I'll be able to figure this out but I'm feeling adventurous.)
Snow upon ye
oh so that's how you make an animation!
-# now, what do I do with this knowledge?
I love how perfectly this loops if you leave it playing
I thought of making it a gif but it lost so much quality. I could've possibly got it to not if I stuck with it longer but I couldn't be bothered for it
Mmm… gifs 🤤
I just spent I don’t know how long working on what should be a simple model in Blender. Finished it and imported it. After several iterations I was finally happy with what I had.
Yeah, so I built it facing the wrong way and it was such a shape that I couldn’t rotate it or scale it negatively along an axis to invert it and have that work (or maybe I was just too stupid to see it). Had to redo it the proper way.
So that’s a couple hours of my life I’m never getting back
i did miss this, thank you
discord put me up there
Ah. How nice of it
Anyway
I’ll let the big dogs sort it out in dev-general. Also kind of busy, so hopefully things don’t need immediate attention, but
From what I’ve seen, March is exactly what I wanted Phuket to be (at least vibes wise). I’ve grown to like the moon so I doubt I’d rework it entirely, but I definitely want to mess with some of the new assets and just see
I think Phuket still has a place, it is more spread out and drab (in a good way) while March is more jam-packed and overtly atmospheric
🎵 Rippin' and patchin'! It's what I do! Rippin' and patchin'! How about you? 🎶
you will be glad to know that the first thing I did was fix Teliot
-# (these two materials no longer rip because the circle of teliots on March is now stone, so the mats aren't referenced anywhere and thus aren't ripped)
haven't tried it, but if you're desperate for CabIn, try #1307757394276909076 message until I can get it updated myself
well, I thought I copied the mod link he forwarded, not the link to the message, but sure. Also try Beanie's Moons/Interiors/Furniture
Beanie's Moons/Interiors/Furniture fixes all mods real
true
This is a test. Ignore it
embed fail
It didn’t embed here either!
snipyyyy
whats the state of flashlighttoollader?
is it working on the latest version?
¯_(ツ)_/¯
I can't imagine it broke, but idk. I really haven't been able to work on this stuff too much recently. Been busy irl
I will return soon™ though
yayyyy
take your time dont worry!!
i have seen a few errors with it but they seem to be effect of other mod breaking before
could be. I think I patch into the start of the game to find lights and then give them new IDs/copy their lights into the player's helmetlights list. If Zeekerss renamed the list or changed the flashlight id part I could see this mod breaking directly. Indirectly though, anything breaking in the start of the game could probably cascade in? idk exactly how it works.
What was I on when I made Torus' spike trap spawn curve? I mean, I'll keep it, but...
might be worse. sometime I need to go back and look at these now that I know more about what they are
@inland fiber I couldn't recreate the issue with the pack code you sent me either, sorry. Maybe reset some configs? Like General Improvments perhaps (or at least the part specific to the F keybind). You can try the FTL one too but I don't see why it would matter. Maybe clear cache?
Unless something can happen during gameplay to break it that I didn't encounter I guess. I just bought Elite Flashlight and landed on Adamance, let the item ship drop it off, and picked it up. It worked fine then
Will there be a v80 update for the moons?
Nah Sniper actually deleted his unity files in a drunken rage after losing all of his money in poker
Wait are you updating your moons for v80
Collateral and all those
he also deleted after poker game
Mine wasn't even with real poker I just got mad at poker night at the inventory
coulda had heavy minigun
:(
No actually though are you planning on updating generic moons?
if i feel like it
which right now all i wanna do is take a snooze
but since moons didnt really change much i dont see a reason to hyperfixate on it
all that really changed was doors have no anims and a couple of other things
meanwhile cosmetics and scraps all have awful motion blur problems
yeah i play with it off
but it still has issues where scrap items have motion blur while the ship isnt moving
Oh
lets see what mr big spender has to say about it
@lucid horizon HEAR MY CALL
I SUMMON YOU
I don't think it worked
If only we could get him to stop gambling long enough to check discord 😔
Mmm, how's it going so far
Pretty good. I think I got the Unity project itself updated. Was just painting on some of the new grass
Do you have an idea on when it will be done or no
I’ve just had plenty of school-related work taking up a good chunk of time
Not really
Got some final project and exam stuff coming up so I’m trying to squeeze it in when I can
B for BHOLY FUCK IT'S SO FUCKING GOOD
B for sure dude youre fucking killing it
plays much better with the rock texture and allows for good contrast with the plants too

I'd also add some more stuff near main here
There are some of the new bushes iirc but they’re culled here I think
But I can take a look at what other assets I have that would fit
yeah the spoge shader
and if you dont have it already someone remade the plant shader
its very nice
I have the plant one, but haven’t bothered with the other one yet
Doesn’t look too bad to add. It’s a tomorrow (or later) thing though for the end of the day is upon me
sounds good! It's just so you have a better idea of how things will look in-game
Chat, the most important change. Look at the immersion now!
I can't tell what it is now
It's a
badass
Nostalgia
Guess I gotta revisit March for updated CabIn painting pics (but I will keep the old ones too)
WAIT did he remove the teliots from March...
He petrified them
They’re made of stone now
I’m serious
Indeed
Does anyone got a link for that dungeon fixer mod, I can't find it and there's this person I want to lend it to.
Thanks
spent most of today fixing up some bs. On another note, I must say, I like the ability to change fog weather color now. Phuket with a green-ish fog feels cool
I'm also probably at least somewhat close to finishing up. I do have finals to deal with so that might throw things off. I think I'm mainly waiting to experience the new enemies in vanilla with my friend group. Hopefully that'll happen this weekend, though.
Awesome
Phuket will look great with fog
I wasn’t planning on changing its normal fog. It already has a little bit of greenish fog. This was for foggy weather. V81 now allows us to customize the color of the fog during that weather event. Maybe I’ll look into fog tweaks during the normal day though
there should be some difficulty regarding fog on normal days, a little bit of fog, perhaps
Which looks better for Torus? The "old mining facility established in a drained lakebed" moon
8
8
2
B
Well I finally got to play V81 with my friend group last night and it was great! I had several golden clips I was going to share but they all didn't properly record/corrupted somehow. It's no audio except my mic and in only one of them am I comprehensible. The rest when I speak it's just garbled static sounds :/
Anyway, good news, now I can try to figure out adding them to my moons
Big cat big scary
When the cat works, man it works well. There is a cat in every one of these images, some obvious, some less so.
Valiance
Phuket (which it sometimes kind of seems to struggle on. not sure why yet)
Timbrance
Torus (it does well up on the center island where all the big trees and flowers are. less so in the dried up ditch around it)
Even in testing it managed to scare me a few times and I knew it was around there somewhere!
Should I have spoilered those? Uh, if you don't want to see the kitty then look away! Avert your gaze!
thank you thank you
yeah you been going strong bro
terrain painting on Timb still looks a little stretched out but still real nice!
Tbf that is just how Unity be for the most part
Could increase the tiling though a pinch that might help
But also vanilla be stretched to hell so it’s not too far off
Yeah iirc it’s just the vanilla one
truth yea
I have to take new readme pics
actually, Timbrance I can reuse the ones I took for the paintings in CabIn I think
Man, you realize a few scan nodes are misaligned and Unity needs 1000 years to rebuild the bundles 😔
Everything should be updated now. Hopefully all is good because I won't be able to deal with it for like a week. The changelogs are all very bare. I don't remember all the details. Plants, mostly. Some of the new enemy weights. DawnLib for the footstep sounds. Uh... items uploaded again because I think someone said they needed to be for the motion blur stuff. Oh, and I changed some spawn weight stuff (like removed from Dine since it's just body parts now and gave some DungeonMatching stuff. I think the pillow in Mansion for instance). CabIn I think I did something furniture related but idk what. I did grab some new March pics for their paintings. Oh, and the most important thing is itolib on Timbrance for fish. I hope I'm not forgetting anything.
I think the Phuket pics are the only ones that are really noticeable tbh
Oh, didn't put Timbrance. Honestly, can't really tell because of fog in one and them culled because of distance in another, but the 3rd one you can see them on the right
If I have two more mods I'll fill the first page when I bulk upload like this (ignoring the pinned slots). Technically FTL and WAR could do it
you need to add the diffusion for your global volume
the plants be looking purpleish
wait in which pic? I think it might just be that the pics were taken at, for the most part, the very earliest time of day with the time locked. Only a few did I advance it for because it was too dark otherwise
I think they're more green in direct light
plus some of these pics have a slight bluish fog
3rd
that's 100% not having the diffusion on the volume
trust
Ye I agree with kenji on this one that looks like it's missing the right diffusion stuff
Alright, I’ll look into it
You're saying to do this?
Yup
alright, thanks. I'll add it and try it out. I suspect an update won't happen for a week because I won't really be able to and while the logical part of me knows I never downloaded the compromised packages mentioned in the announcement and, like, I'm fine, the paranoid part doesn't want to boot the game rn and wait for this whole malware thing to pass a bit more and settle.
You'll see how much of a difference it makes
Completely valid lmao
I’ll probably do the same
I am def curious to see this difference because I still don't really see a problem in the current images, but I could be somewhat colorblind. It wouldn't be the first time I've not really seen what people were talking about when it comes to the color of something
That could explain it, you don't see the purple bits in some of the strands?
That's basically that you have a diffuse map (makes the light pass through a bit and looks nice) but it was not included as an override in the global volumes
Note that it needs to be included in all of them (normally 2/3)
Wait, you mean it needs to be in the day, night, and stormy volume?
Mhm
as far as I know at least
I thought that when the night one came in (or stormy) they would override only based on what overrides they had set? So like the diffusion profile thing would just stay based on the day one and only get changed if the others came in with their own one set
I'll look into it I guess
🫡
diffusion profile issue
this happens either when you're using a diffusion profile on a material that's set to transluscent, but the diffusion profile is not getting registered by the game, either when you have a transluscent material without a diffusion profiles
exemples : water, balloons, foliage
almost all foliage (including Cavader Bloom) uses transluscent materials with a transmission map for some
I think it's done. At least, I'm not still seeing the purple but I didn't see it originally either. From what I can tell it only needs to be in the day one, not the night and stormy too. If you gave those their own diffusion profile lists then maybe they would though.
I'll upload a bit later. I can't be asked to retake the readme pics though
Oh, I also did that VR support thing I've seen floating around sometime? idk that I needed to. I think I only use like one or two custom shaders but I do not have the hardware to test so... I guess we'll never know
You change one tile and suddenly Unity needs a gabillion years to build the bundles 😔
it is now later and it is done. As I suspected, I did not feel like updating the pics
also did some stuff in CabIn like adding some of the new entities into the room with the animal trophies which I meant to do with the V81 update but didn't for whatever reason
I have done a thing
Ok, so I took the logic from W.A.R and instead of hardcoding some variables and calling a function to get the desired material for each I have moved it to a new mod, M.A.R.C. Similar logic, but it reads from json files. W.A.R. now just has a json for it to read and other people could more easily do the same and let M.A.R.C. do its thing. Techinally they could've always written small amounts of code and called W.A.R's get and set functions but that is a bit less accessible imo. In other news, the get function in M.A.R.C has been upgraded from what it was in W.A.R. to now get from scenes. This does mean scenes get loaded very briefly on the start of round but I don't see anything too bad happen from this. How to use M.A.R.C. from a dev side is documented in the README.
https://thunderstore.io/c/lethal-company/p/Sniper1_1/MaterialAssetRestorerCore/
interesting
I tried testing it with shipwindows too and I suprisingly didn't even notice issues there. I thought I'd see March load briefly outside but I didn't. Like, it's not flawless. Sometimes you get like a flash of light and a few errors because of the two "suns" but it's only for a moment on start. I also looked at doing it earlier, like in the main menu but that actually seemed to throw nastier looking errors and the prefabs don't seem to all be loaded then so, kind of had to do it in the ship unless I split the logic somehow
at some point, I want to expand it to get materials out of particles because I want the charger particle for something since it fails to rip and my recreation is lacking. Also, someone mentioned Embrion has a visual effect system for the heatwave that doesn't rip so maybe this could also grow to grab those. All things to look into later because right now I'm just glad about the reading from a json and grabbing things from scenes
I just hope it doesn't cause a bunch of problems in bigger modpacks that maybe do stuff when scenes get loaded
Oh, I should mention, W.A.R did in fact get updated to make use of this and does now get the waters off Vow/Adamance and March. Its README has the exact names if you want to use them on your moons
oh, and also terrain details. I think I could get the new grass stuff since they are prefabs, but assuming you paint them on they're not exactly stored in the scene in the same way as a normal game object so while I don't think I can currently replace them, I do think they are technically accessible with a bit more work (though this is less important now that we have that shader recreation)
Crap I have to update the README! I just noticed I start with MaterialAssetRestorer. I left of the “Core”. Oh well, I’ll do it later
Thanks! I can’t really think of too many use cases currently other than the water and some of the stuff I mentioned above that I hope to do eventually, but if others do think of one hopefully they can use this
Actually as I typed that I did think of one more use case I might do. At one point I thought about putting the kidnapper fox in the CabIn room with the animal trophies but its shader is busted too. Could probably use this to fix it at runtime
Grass prefabs are in TerrainData.detailPrototypes (I do be restoring grass shader from LLL's end next update) 
Got around to takin a decent look at this though, I do have some notes
Regarding scene loading, gotta take into consideration things that subscribe to SceneManager.sceneLoaded (and sceneUnloaded) triggering when March and Vow (or other scenes) are loaded/unloaded, could maybe try doing a bool false Prefix (during the materials search) for SceneManager.Internal_SceneLoaded()/Unloaded(), which is what invokes the events
Also I feel it'd be better if you group any MaterialInformationContainers with the same Scene and search for all the materials while the specific scene is loaded, so you don't load it more than once if a moon is searched for more than one material: https://github.com/Sniper1-1/MaterialAssetRestorerCore/blob/main/MaterialAssetRestorerCore/Patches/MaterialCore.cs#L25
Patching RoundManager.FinishGeneratingNewLevelClientRpc without checking for Rpc state makes it run twice for the host (for they are also a client), I do it here for instance: https://github.com/pacoito123/LC_LethalLevelLoader/blob/LethalLevelLoaderUpdated/LethalLevelLoader/General/Patches.cs#L773-L791
Doing GameObject.FindObjectsOfType<Renderer>() will also give you Renderers that already exist or that don't need to be checked, what I'm doin now for LLL material/shader restoration is checking the children of SceneManager.GetRootGameObjects() for any Renderer components: https://github.com/pacoito123/LC_LethalLevelLoader/blob/LethalLevelLoaderUpdated/LethalLevelLoader/Loaders/LevelLoader.cs#L259
Should also mayhaps have the option of allowing GameObject paths in the JSON to check for a Renderer there directly instead of having to search the whole Scene and iterate through them all
I yap 
Oh and also this won't work for custom scenes, at least without intentionally goofing hot reloading
The bundle itself do get unloaded, whereas for vanilla scenes it's only the scene that unloads but its assets remain
We had an issue where one of our players had March load (I'm guessing for the assets) and the original moon did not reload, so they were stuck on March while we were on Lament. Same thing happened on Attenuation. I'm guessing (but obviously don't know) it's MaterialAssetRestorerCore and something else having a race condition causing an error, but I do not see anything in the logs that makes it obvious.
The fact that it only happened for one person (but it affected them the same both times) makes me think his profile and cache need to be wiped and rebuilt.
I'm going to do a little more testing but if there's something else I can do to help. This should be the mod pack as was at the time: 019e3277-c6e3-4a04-210a-d47848eddaa2
This might be relevant.
I've downgraded to the pre-MARC version for just playing, but I would like to sort it out, since MARC seems like it would be useful.
Reparsed this mentally, nah this is the opposite of what I was thinking.
But yeah. I don't work in the scene/renderer world yet, so I'd have to do digging to be any help. I defer to you all.
Yeah, I think I had seen that I could access stuff that way. Cool that LLL is going to be able to do that. I might still add the functionality on just for the sake of doing it.
Asset searching won't work for custom scenes, to clarify**
Like you can't put in a shader from a Wesley moon or somethin
Bundle also needs to be loaded
Yeah, the subscribing stuff I was a bit worried about. I can try to look into that sort of thing for making it a bit safer at some point. Grouping up by scene so that I don't load and unload the same one repeatedly did kind of cross my mind, but I tried thinking through it and figured it seemed fairly unlikely to happen just since most materials rip fine. I couldn't really think of much beyond just the water so I took the lazy way. Ideally, grouping up stuff is something I should probably think about how to do though. I've been aware of the Rpc for the replace since even W.A.R. had it, but it seemed to be such a small thing that I just dismissed it. Fixing that up might not be too bad so I'll try to keep it in mind. Narrowing down to GetRootGameObjects could help some so I might take a look there.
I'm not sure about the path stuff. I get the idea behind it. I'm not sure if from a user side if they'd really know that or actually make use of it if they did. If I did look into adding it I think I would still need to allow searching the whole scene for if the path is invalid/doesn't exist.
though, I guess if they found the mat name they probably have a ripped project or Unity Explorer and could find the path that way, so idk. Maybe I could look into that sometime
I did forget that this wouldn't work on custom moons, but tbh I don't imagine it being used that way too often. The main goal was to just help with vanilla mats that don't rip. I feel like it'd be easier to just ask that moon dev what asset they used or if it's a custom one they made, if they'd be willing to share
and also it would mean your thing would have to depend on that moon if you were trying to access a mat from it
I mean ye it'd be a bit wacky in general
I barely work in scene/renderer world either. This issue does sound like it could be my fault, but I'm not sure off the top of my head what would've happend. When exactly did this happen? Because while those scenes do load to grab the water, it's on the joining of the lobby so I don't really know how it would still be loaded by the time the lever is pulled. If it was still loaded somehow then, I would've thought it would only be for a frame or two before it would be gone and the log says it was unloaded (unless this is your log and not theirs). I also feel like they would've seen March and whatever moon was supposed to be loaded at the same time on top of each other instead of just March. I'll look through the logs some more
I see some LethalPerformance errors happening but idk that that's responsible. I mean, it's probably because of me but idk that that's the cause of this particular problem
It was their logs. And there's a notice of March being loaded after Lament being loaded in there, pretty sure. There's also a bit of spam from ModelReplacementAPI and the new tool slot, sorry. ^^;;
It happening on both Lament and Attenuation is weird.
And it happened after we tried to land. We restarted in between before giving up for the night.
Weirder, it worked for a few moons, then it just didn't with no changes.
So... I'll be back another time with more logs if we encounter it again.
I do see this
LLL logs attenuationscene.lethalbundle as loaded before my logs say March was unloaded
Oh, I guess this was when we went to Attenuation. I thought it was the other logs. Still, same deal.
Yeah, it does seem the proper scene loaded, and the code for unloading clearly was called at least, but ... Does that mean we pulled the lever too quickly?
wait, so you played the game for a while just fine and then it just started happening? Did they leave and rejoin or something? Because my thing should only run once right at the start when first joining
Yes. We had to for other things.
If it's your code not finishing before we land, shouldn't that be fixable by adding a prefix to the code that checks if everyone's loaded the moon before the lever can be pulled?
Although, on first pull, I think there's other stuff, and if someone joins late through LobbyControl then all bets are off.
ok. Yeah maybe the lever was pulled too fast. I hadn't really considered that possibility. I still feel like I would've expected for them to see the proper scene overlapped with March and then for March to pop out of existence for them.
but idk ¯_(ツ)_/¯
From what I can tell, me too. Which is why I think something failed silently in the background.
But what?
I don't necessarily think it's your code alone, because the other client did just fine, and me hosting also worked fine.
I can try to look into finding a way to prevent the lever pull during it though. Dawn and LLL probably have something I can peek
Maybe Unity doesn't like juggling multiple scenes at once. Like doing an unload and a load at the same time
The worst bug is one that isn't reproducible, so I'm sorry for bringing this one to you. Thank you for taking a look.
That would make sense enough.

The scene stuff all has to be async so the order in which stuff happens could vary for people
oh great it looks scary. what is all this 😭
